Went back to the necromancer fort after a few months hiatus. Immediate awesomeness ensues:
Two sieges:
First, 100+ goblins, 20+ trolls, no archers. Half the goblins go up the west side of the mountain and trigger the landmines. Only four lashers survive, huddling on an outcropping surrounded by magma. The troll seem to head for my eastern gate when I notice a combat report that should not yet be. Somehow a stockpile extension cut into an old service tunnel, which lead to a pond, which dried up. Trolls were swarming the compound and killing peasants. My secondary militia (2 dwarf squad, swordswarf called the Boot of Weirds and a hammerdwarf I forget, go to seal of the troll flood. Other militia tries to join them, but is delayed by more unpleasantness on the surface.
To make matters worse, I fiddle with my necromancer tower entrance and try to get a guild representative to leave, since his affairs with the Count were concluded. Instead, I accidentally release two of the necromancers. They go off in search of that one shoe they claimed three years ago, and along the way raise a dozen severed limbs and a single troll corpse.
My queen is somehow there too, having apparently disregarded the stringent burrow limitations restricting her to the second-cavern palace. Fortunately she is in full steel (perhaps explaining the burrow disregard) and proceeds to smash all the undead bits with her masterwork mace. The undead troll tries its hardest to dissemble a bowery in the meanwhile.
As soon as I start cleaning up this nonsense, and seal up the accidental entrance a second siege arrives. This one has two full squads of archers and a master archer leading some lashers. Fun!
It also brings trolls to the magma mine side of the mountain, and these proceed to tear up grates without triggering the mine, and while cutting off the routes which would trigger. Fortunately goblins overtake the trolls around the third mine, meaning that the trolls all simultaneously melt seconds later. Unfortunately, the elite archer and his lasher minions survive, huddling on the same outcropping that saved a few lashers in the last siege. Even more unfortunately, the rest of the archers group by my gate and start shooting through it perforating a 13-year old new recruit in front of the whole militia. The militia swarms them. All four new recruits bite the dust. The captain (an impossible monster with 70+ kills) shows up too late, and the secondary militia has to pick up the slack.
They do splendidly: the Boot of Weirds particularly distinguishes himself in a fight with a goblin axemaster. The whole fight consists of one attack: the Boot of Weirds punches the goblin and tears his brain. KO
Now to finish the tower before the next update.